Why are people play Oblivion Sower in SideBoards now?
How is that better than other cards?
I currently don't play it in my sideboard, but I could see a use vs U/W Approach since it arbitrarily removes cards from the game and could hit an Approach. I tend to agree with you that this is not better than other options. I've actually found that with 7 enchantment accelerators, I'm able to support Lost Legacy in that match-up which is nice support for a Thought-Knot Seer.
Question for you, do you think this morphs into some kind of dinosaur ramp with Ixalan?
AH! There it is, ramp your self, exile approaching sun, cant be countered.....better than warping wail! HAHAHA
I was running wail as a potential 2 drop ramp on good hands or to counter fumigate and suns approach against that deck, I assume that they would immediately cast it at 7 mana and not expect it.
Decks I am working on are "Enraged Dinos" or ramp into Bolas then I have a Metalwork colossus decks; in a 'construct' shell or 'improvise' shell with herald of anguish
So, I've been playing around with this on MTGO and I have a few questions...
#1) How often do you expect to lose to mana issues?
There are a couple of hyper aggro decks that will punish you for missing a land drop and that reason alone is why I pack not only 4 Abrade but 3 Magma Spray in the first 60. Once you can get out of that area and get to 5 mana the deck pretty much auto pilots after that. Control can make your life a little difficult with all the counters they have available but you just need to get to World Breaker area and they just start to fold at that point because of the inevitability factor.
#2) What guidelines do you use on keeping an open hand? Can you ever keep a 5-land opener? How heavily do you require interaction to keep a 4-land hand?
I would possibly keep a 5 land hand if the remaining 2 cards were removal spells. That's about it for that as keeping a 5 lander pretty much screams "toss me back" and you've got to listen to the numbers as you're in for a rough ride if you decide to keep without any significant support. I would keep a 4 lander if I had at least 1 spot removal and maybe a ramp spell to have a shuffle effect. The impact spells are tremendous and you need only play a couple of them to really take over the game. Hope this helps.
In terms of play, I really like Nassif's mana base. I feel like it is very solid and flexible - 8 deserts with a Scavenger Grounds, Sanctum of Ugin and Sea Gate Wreckage, enough red to reliably cast Hour of Devastation... It seems to work very well. I'm still not as convinced of the 7 3-mana ramp spells, 1 Shefnet Monitor, and 4 Hour of Promise as I feel that with 26 lands this is just a hair too much ramp. What are people's experiences with some of the other set-ups?
In looking at the last 10 decks published on MTGgoldfish plus Nassif's list (2 weeks of data):
27 lands - 1 deck (14 ramp - 8 sweepers)
26 lands - 5 decks (12,13,14,15x2 ramp - 6,7,8,9x2 sweepers)
25 lands - 1 deck (13 ramp - 7 sweepers)
24 lands - 4 decks (13,14,15x2 ramp - 7x2,8,9 sweepers)
I run 26 lands myself - I think 26 lands is a good point to be at considering you will be sacrificing at least 1 Sanctum to fetch the big guys at least once per game. You absolutely need to make every land drop the first 6 or 7 turns and anything lower than 25 is just asking for trouble.
My current list:
4 x Walking Ballista
1 x Sheffet Monitor
4 x World Breaker
1 x Neheb, the Eternal
2 x Ulamog, the Ceaseless Hunger
4 x K's Return
3 x Magma Spray
4 x Abrade
2 x Hour of Devestation
1 x Sweltering Suns
4 x Hour of Promise
3 x Beneath the Sands
2 x Chandra, Flamecaller
2 x Mountain
4 x Forest
2 x Ramunap Ruins
1 x Desert of the Fervent
1 x Sea Gate Wreckage
3 x Sheltered Thicket
2 x Game Trail
3 x Hashep Oasis
1 x Desert of the Indomitable
1 x Scavenger Grounds
2 x Sanctum of Ugin
4 x Shrine of the Forsaken Gods
Sideboard is where you can get the imaginative juices flowing as you aren't a complete dog to most matchups.
Current Sideboard:
2 Glorybringer
4 TKS
2 Filigree Familiar
2 Appetite for the Unnatural
1 Pulse of the Murasa
1 Dissenter's Deliverance
1 Skysovereign, Consul Flagship
2 Chandra, Torch of Defiance
Other card options for SB: Tireless Tracker, Ishkana
I know the deck loses all of the Eldrazi but the shell is still intact and will soon change to Dinosaurs. RG Ramp is here to stay and we couldn't be happier.
I think I will take this deck to the Nationals this weekend.
I don't like the GW version because lack of early interactions and difficult to deal with vehicles, but fumigate is very important in a lot creature matchups.
So I decide to make some changes of my own. Are there any suggestions?
Thank you.
I think I will take this deck to the Nationals this weekend.
I don't like the GW version because lack of early interactions and difficult to deal with vehicles, but fumigate is very important in a lot creature matchups.
So I decide to make some changes of my own. Are there any suggestions?
Thank you.
Do you have a 3rd Ulamog? I would remove conduit of ruin for the 3rd. I think the main Pro of Fumigate over Hour of devastation is life gain but HoD hits planeswalkers and negates selfless spirit and Avacyn. I think HoD is better than Fumigate against Vehicles and U/W Monument (if its still out there).
At least something to consider, maybe a split is right?
I have felt fine with 25 lands, cutting one Shrine off your list. In its spot I would add a walking Ballista.
Whatcha think? We just talking......
I think I will take this deck to the Nationals this weekend.
I don't like the GW version because lack of early interactions and difficult to deal with vehicles, but fumigate is very important in a lot creature matchups.
So I decide to make some changes of my own. Are there any suggestions?
Thank you.
Do you have a 3rd Ulamog? I would remove conduit of ruin for the 3rd. I think the main Pro of Fumigate over Hour of devastation is life gain but HoD hits planeswalkers and negates selfless spirit and Avacyn. I think HoD is better than Fumigate against Vehicles and U/W Monument (if its still out there).
At least something to consider, maybe a split is right?
I have felt fine with 25 lands, cutting one Shrine off your list. In its spot I would add a walking Ballista.
Whatcha think? We just talking......
Thanks for the reply.
Yes I do have the 3rd Ulamog but there are many aggro decks so I don't want it in my opening too often. Conduit of Ruin did quite well in my testing, it's easier cast than Ulamog, it has a nice body and fills the 6cc space, it can turn into a Ulamog/World Breaker/Distended Mindbender, it can turbo you every turn to cast a creature especially after sideboarding.
About Fumigate and HoD, I have tested 2/2 and 3/1 split, and finally goes for the full Fumigate. because I don't think selfless spirit and Avacyn will appear much in the field. Fumigate is mainly for the temur matchup, because HoD usually can't deal with hydra and sometimes the cub. If they have enough energy you will just lose to it.
About the planeswalkers, two main planswalker in standard is gideon and chandra, gideon is usually 4 in the main and chandra is 2 in the main or SB. Abour chandra, I have chandra's defeat in the SB to deal with it and because I don't want too many copies of HoD in my deck, so if I cast a HoD on gideon, they can easliy replace it by the 2nd one in their hand but it's not easy for me to draw a 2nd HoD. So I decided to go top, Fumigate all the other creatures, ramping into a world Breaker to block it or Ulamog to exile it.
I have tested 25 lands too, but I think this ramp deck have to hit land drops in the early turns and reduce the chance in mulligan so I added to 26.
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AH! There it is, ramp your self, exile approaching sun, cant be countered.....better than warping wail! HAHAHA
I was running wail as a potential 2 drop ramp on good hands or to counter fumigate and suns approach against that deck, I assume that they would immediately cast it at 7 mana and not expect it.
Decks I am working on are "Enraged Dinos" or ramp into Bolas then I have a Metalwork colossus decks; in a 'construct' shell or 'improvise' shell with herald of anguish
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
The Oblivion Sower was for the Temur Energy match-up. http://www.starcitygames.com/article/35794_Ramp-Of-Approval-Grand-Prix-Washington-DC-2nd.html Makes sense and it seems to have worked well for him. He ended up like 8-0 over two days vs Energy...
#1) How often do you expect to lose to mana issues?
There are a couple of hyper aggro decks that will punish you for missing a land drop and that reason alone is why I pack not only 4 Abrade but 3 Magma Spray in the first 60. Once you can get out of that area and get to 5 mana the deck pretty much auto pilots after that. Control can make your life a little difficult with all the counters they have available but you just need to get to World Breaker area and they just start to fold at that point because of the inevitability factor.
#2) What guidelines do you use on keeping an open hand? Can you ever keep a 5-land opener? How heavily do you require interaction to keep a 4-land hand?
I would possibly keep a 5 land hand if the remaining 2 cards were removal spells. That's about it for that as keeping a 5 lander pretty much screams "toss me back" and you've got to listen to the numbers as you're in for a rough ride if you decide to keep without any significant support. I would keep a 4 lander if I had at least 1 spot removal and maybe a ramp spell to have a shuffle effect. The impact spells are tremendous and you need only play a couple of them to really take over the game. Hope this helps.
In terms of play, I really like Nassif's mana base. I feel like it is very solid and flexible - 8 deserts with a Scavenger Grounds, Sanctum of Ugin and Sea Gate Wreckage, enough red to reliably cast Hour of Devastation... It seems to work very well. I'm still not as convinced of the 7 3-mana ramp spells, 1 Shefnet Monitor, and 4 Hour of Promise as I feel that with 26 lands this is just a hair too much ramp. What are people's experiences with some of the other set-ups?
In looking at the last 10 decks published on MTGgoldfish plus Nassif's list (2 weeks of data):
27 lands - 1 deck (14 ramp - 8 sweepers)
26 lands - 5 decks (12,13,14,15x2 ramp - 6,7,8,9x2 sweepers)
25 lands - 1 deck (13 ramp - 7 sweepers)
24 lands - 4 decks (13,14,15x2 ramp - 7x2,8,9 sweepers)
I run 26 lands myself - I think 26 lands is a good point to be at considering you will be sacrificing at least 1 Sanctum to fetch the big guys at least once per game. You absolutely need to make every land drop the first 6 or 7 turns and anything lower than 25 is just asking for trouble.
My current list:
4 x Walking Ballista
1 x Sheffet Monitor
4 x World Breaker
1 x Neheb, the Eternal
2 x Ulamog, the Ceaseless Hunger
4 x K's Return
3 x Magma Spray
4 x Abrade
2 x Hour of Devestation
1 x Sweltering Suns
4 x Hour of Promise
3 x Beneath the Sands
2 x Chandra, Flamecaller
2 x Mountain
4 x Forest
2 x Ramunap Ruins
1 x Desert of the Fervent
1 x Sea Gate Wreckage
3 x Sheltered Thicket
2 x Game Trail
3 x Hashep Oasis
1 x Desert of the Indomitable
1 x Scavenger Grounds
2 x Sanctum of Ugin
4 x Shrine of the Forsaken Gods
Sideboard is where you can get the imaginative juices flowing as you aren't a complete dog to most matchups.
Current Sideboard:
2 Glorybringer
4 TKS
2 Filigree Familiar
2 Appetite for the Unnatural
1 Pulse of the Murasa
1 Dissenter's Deliverance
1 Skysovereign, Consul Flagship
2 Chandra, Torch of Defiance
Other card options for SB: Tireless Tracker, Ishkana
I know the deck loses all of the Eldrazi but the shell is still intact and will soon change to Dinosaurs. RG Ramp is here to stay and we couldn't be happier.
I think I will take this deck to the Nationals this weekend.
I don't like the GW version because lack of early interactions and difficult to deal with vehicles, but fumigate is very important in a lot creature matchups.
So I decide to make some changes of my own. Are there any suggestions?
Thank you.
Do you have a 3rd Ulamog? I would remove conduit of ruin for the 3rd. I think the main Pro of Fumigate over Hour of devastation is life gain but HoD hits planeswalkers and negates selfless spirit and Avacyn. I think HoD is better than Fumigate against Vehicles and U/W Monument (if its still out there).
At least something to consider, maybe a split is right?
I have felt fine with 25 lands, cutting one Shrine off your list. In its spot I would add a walking Ballista.
Whatcha think? We just talking......
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
Thanks for the reply.
Yes I do have the 3rd Ulamog but there are many aggro decks so I don't want it in my opening too often. Conduit of Ruin did quite well in my testing, it's easier cast than Ulamog, it has a nice body and fills the 6cc space, it can turn into a Ulamog/World Breaker/Distended Mindbender, it can turbo you every turn to cast a creature especially after sideboarding.
About Fumigate and HoD, I have tested 2/2 and 3/1 split, and finally goes for the full Fumigate. because I don't think selfless spirit and Avacyn will appear much in the field. Fumigate is mainly for the temur matchup, because HoD usually can't deal with hydra and sometimes the cub. If they have enough energy you will just lose to it.
About the planeswalkers, two main planswalker in standard is gideon and chandra, gideon is usually 4 in the main and chandra is 2 in the main or SB. Abour chandra, I have chandra's defeat in the SB to deal with it and because I don't want too many copies of HoD in my deck, so if I cast a HoD on gideon, they can easliy replace it by the 2nd one in their hand but it's not easy for me to draw a 2nd HoD. So I decided to go top, Fumigate all the other creatures, ramping into a world Breaker to block it or Ulamog to exile it.
I have tested 25 lands too, but I think this ramp deck have to hit land drops in the early turns and reduce the chance in mulligan so I added to 26.